[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Sun, May 12, 2002 at 04:14:04PM -0400, Greg Wooledge wrote:
> Davide Pagnin (nightmare@xxxxxxxxxx) wrote:
>
> > Civ II 100% compliance Manifesto
> > --------------------------------
>
> > Different implementation of effects :
> >
> > - Luxury is capped to double city size in civ II
> > (already submitted as a freeciv bug)
> > - Specialists are taken from more happy citizen in civ II
> > (already submitted as a freeciv bug)
> > - food cost of settlers in communist government is 2 under civ II
> > (civ II ruleset of freeciv state that this cost is 1...)
> > - Players made move in a phased fashion in civ II
> > (this eliminates the "feature" problem of goto moves)
> > - effects of unhappiness versus number of cities are different in civ II
> > (freeciv have a threshold effect compared to the smoothness of civ II)
>
> - Fundamentalist government effects (immune to unhappiness,
> buildings which normally give unhappiness give gold instead
> Fundamentalist unit never requires upkeep
> 50% science
Implemented.
> , Spy/Diplomat black ops don't give a "reputation" penalty, 10
> units supported per city without upkeep,
I'm not sure about these. Test and post a patch.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
Two OS engineers facing a petri net chart:
"dead lock in four moves!"
[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?, Raimar Falke, 2002/05/14
|
|